Step into a brutal battle between three warring factions.
In Dawn of War® III you will have no choice but to face your foes when a catastrophic weapon is found on the mysterious world of Acheron.
With war raging and the planet under siege by the armies of greedy Ork warlord Gorgutz, ambitious Eldar seer Macha, and mighty Space Marine commander Gabriel Angelos, supremacy must ultimately be suspended for survival.Read full description
Warhammer 40.000: Dawn of War III ist eine Fortsetzung der fantastischen Serie RTS gesetzt im Warhammer 40K Universum.
spielte ich eine Ebene aus der Kampagne Space Marine, wo ich zerstören musste 3 Eldar Kett-Gates über die Karte. Das erste, was mir auffiel, war, dass Basis-Gebäude zurückgekehrt war, nach seiner Abwesenheit in Dawn of War II. Eigentlich ist das eine Lüge, das erste, was mir auffiel, war die Reichsritterspezialeinheit, einem hoch aufragenden mech mit Raketenwerfern und einem riesigen Schwert. Gut, das ist neu!
Ein neues Feature des Spiels ist die ladungsfähige Spezialeinheiten. Nach einer Abkühlphase, können Sie diese Einheiten klicken und sie auf dem Schlachtfeld rufen. Jedes Rennen (Space Marine, Eldar und Orks) eine Auswahl davon, ändert in Abhängigkeit von der Kampagnenmission oder von Ihnen zu Beginn eines Multiplayer-Spiels gewählt. Für diese besondere Mission hatte ich die oben genannten Reichsritter, einen Trupp von Terminator (schwer gepanzerten Space Marines mit Donner Hammer) und einen Drop-pod von taktischen Space Marines.
Als ich meine große Kraft bewegte und noch größeres mech rund um die Karte, Gruppen von Eldar nehmen, als ich ging, begann ich mich zu erinnern, dass in der Dawn of War-Serie, ‚Angriff-move'-ing des Weges zum Sieg einfach funktioniert nicht. Bald Kraft meines Streiks gestutzt worden ist, und hatte sogar mein Starker Ritter unter einem Hagel von konzentriertem Feuer gefallen. Ich umgruppiert und begann meine Einheiten mit besseren Waffen aufrüsten. Mehr kritisch, begann ich, über ihre aktiven Fähigkeiten zu erlernen.
Aktualisieren meine Trupps mit Plasma Melta Kanonen war ein Wendepunkt, und wirklich eingekapselt, wie ich über Space Marines fühlen auf dem Tisch - kleine Einheit zählen, groß und vielseitig Waffen. Die Geschütze sogar ‚heiß‘, die in der Regel von der Tischplatte ist, während, wenn Sie eine Rolle, wird die Plasmakanone nicht ausgelöst. Als Warhammer-Fan soll ich dies von Anfang an schon bekannt! Die Terminatoren und meine Champion Einheit verwendeten Kapitel Meister Angelos ihre ‚Sprung‘ Fähigkeiten in Gruppen von zerbrechlichen Eldar zu springen, so dass sie mit ihrem mächtigen Hammer umzuwerfen, da die Trupps von marinen heftigem Feuer aus der Ferne festgelegt, und eine Melta Geschützmannschaft auf ein Speeder flog in und aus, um Land Zugriffe auf feindliche Panzer flitzte.
Es ist sehr lustig, und trifft auf einen großen Mittelweg zwischen der Basis und der Armee Gebäuden des ersten Spiels und dem Kaders Mikro-Management der zweiten, während auch eine Handvoll hervorragender neuer Funktionen einzuführen, die das Spiel nicht nur machen frisch und ein spannendes RTS, aber so nah an die Regeln der Tischplatte als je zuvor bringt.
Warhammer 40,000: Dawn of War III © Copyright Games Workshop Limited 2016. Dawn of War III, the Dawn of War logo, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under license. This release is developed by Relic Entertainment and published by SEGA. SEGA, the SEGA logo, Relic Entertainment and the Relic Entertainment logo are either registered trademarks or trademarks of SEGA Holdings Co., Ltd or its affiliates. All rights reserved. SEGA is registered in the U.S. Patent and Trademark Office. All other trademarks, logos and copyrights are the property of their respective owners.
I have played all 3 DoW games, and while all of them are pretty different, IMO all three are pretty good. Just like everything else in today's society, game reviews are so polarized. This game absolutely doesn't deserve anything less than a 6-7 out of 10 (i really would loved to see this site to has 10 stars). I thoroughly enjoyed the campaign playing on Hard, I actually found some of it to be decently challenging. Most of the campaign missions take about an hour to complete and there are 17 of them.I haven't played too much multiplayer yet, i'm sure there's balancing issues (what game doesn't have balancing issues) but overall seems pretty solid. There are some minor complaints (such as units not automatically defending when attacked) or personal preferences I wish they had kept from previous installments (like the cover system or the retreat function) but all and all, its a solid game. I would definitely purchase a 4th version of this game so I hope these extremely polarized reviews don't reflect sales. If you're a Warhammer fan, I would definitely suggest picking up this title.
Dawn of War III doesn't quite keep up with its predecessors' pedigree of high production values. The game certainly sounds amazing, with crisp sound effects and an excellent soundtrack, but the same can't always be said of the visuals. Battles often look great zoomed out, but pulling in shows plenty of blemishes. The camera also doesn't do a great job of showing off the battlefield. Even at its most distant, very little of the map fits in the screen, meaning that you can expect to need to move around a lot during play. An odd chimera of its forebears, there's a lot in this fast-paced RTS that?s a little bit off. Parts of the interface don't work sometimes, inter-match army management is half-baked, and the micromanagement needed to use the game's signature hero units effectively doesn't jibe with the extensive base-building you'll need to support them. But those problems fall away when you?re in the heat of battle. Dawn of War III builds and maintains an organic tension that yields huge pay-offs, and there?s nothing else quite like it.
The previous Dawn of War titles had an enjoyable multiplayer mode, even having a co-op hero and horde based mode in the previous title, but tended to be remember as much as, or more in the case of DoW2 and its expansions, for the single player and co-op campaign. Dawn of War 3 removes just about everything that made the campaign of the previous game good, you can no longer upgrade your heroes in the way you want, find and equip gear with different lore entries and benefits, you have three races instead of six, the co-op modes are gone, and you only have one campaign of 17 missions that switch between armies with each level. The campaign opens fairly strong with Gabriel Angelos of the Blood Ravens defying an Inquisitor's blockade to land on a planet besieged by Orks. You fight your way through a nice looking environment with things going on in the backgrounds, battles you can't reach, all while different forces join you as you fight to your objective. What ends up following are a series of levels that mostly take place on dull and similar looking planets where you will take advance of the AI, on any of the three difficulties, you build up a massive force and resource count while they leave your base alone, you will the take that force to easily wipe out the objective or to wipe out the objective to then be forced into an immediate second goal which often makes it necessary to sit around and build up forces while the computer does nothing. The story itself is mostly dull with the Blood Ravens, Orks, and two factions of Eldar fighting over a Spear on a planet that has recently appeared, the only amusing parts are some of the lines from the Orks and some of the few lines that Diomedes of the Blood Ravens says. Three different armies are available including the Space Marines, Eldar, and Orks. Each army has their own units, though they tend to end up filling the same roles, a unique AoE ability they can call down every 300 seconds, and each army has some differences in how they play. Space Marines can land units in drop pods and drop a standard that will improve the ability of nearby units, the Eldar have less health but have shields, bonuses at the start of a battle, the ability to relocate their base structures, and get buffs when near a certain type of structure, and Orks are able to make use of scrap to give each unit a unique bonus or to allow their builder units to construct vehicles at a lower cost. The game has simple base building with each faction getting two infantry buildings, a main base, a vehicle builder, something to upgrade units, a listening post to plant on resource points, and a unique structure for the Eldar and the Orcs. There units are pretty much the same and there are only about five infantry and five vehicle times, to go along with your choice of three out of nine elite units that can be summed into battle by spending elite point resources and that can be respawned a set amount of time if they are killed. Each elite unit has two different doctrines they can choose from that will give your army passive benefits when they are on the field, you can also choose three other doctrines from around 25 options that will give your infantry, vehicles, and structures passive or active skills. You might take a doctrine to get your Tactical Marines to move faster, give heavy gunners the ability to pin down their targets or remove their ability to have to set up their guns before firing, or you might take a doctrine that allows you to heal elites and reinforce damaged squads when they are near listening posts instead of having to go back to base. These allow you to play armies a bit differently and to find ways to work together with allies in multiplayer to best make use of your unique bonuses but with the limited number of things you can take they don't end up changing much and some of them will just end up giving back abilities to units that they used to have in the previous titles. When playing multiplayer or skirmish games each side has shield generators, turrets, and a power generator. You need to destroy a shield generator to allow damage to be done to a nearby powerful turret, and then need to destroy the power generator to win the game. The game has removed one of the best features of the series and of Company of Heroes in losing the ability to garrison inside of buildings and to use objects in the environment as infantry cover, cover is now typically just going to be used at your shield generator or in set cover structures that usually don't have much reason to make use of. The new cover is a circular spot with small walls on four different sides, you move a unit inside of it and they will create a magic shield that absorbs all attacks while they (or multiple units) just awkwardly stand in the middle of it. If the magic shield bar goes all the way down the cover is destroyed, melee units are able to run inside and if units leave or are knocked out of cover a capture meter will quickly drop that will remove the cover. The AI is terrible, units will just stand still and ignore being shot if they are being attacked out of their range, in a co-op skirmish battle the computer refused to attack my base even after defeating my entire army. I gave the computer 30 minutes to attack my base, when they didn't I respawned my three hero units, ran into their base, made use of your boring and overpowered faction ability and destroyed their generator to win the match. With the loss of cover options we are back to the boring and outdated old RTS way of units just awkwardly standing still bunched up firing at each other, which makes them all perfect targets for the boring and overpower AoE attacks that can be called down by each of the game's armies. Some unit abilities just won't work when you push them. Some of the larger units have difficulty moving around in battle and seem to struggle at deciding on a target or if they should be using a melee or ranged attack when units are moving or being knocked back and force near them. The developers seemed to have decided to ignore the campaign to focus on the multiplayer, which seems like a terrible idea given the popularity and modes of the previous titles, but the game also feels like they neglected the multiplayer as well. There is only three armies, they don't have many units or much unit variety, they removed features that should have been improved on and build up even more with the inclusion of larger elite units that could have effected the battlefield layout, the multiplayer mode only has eight maps (though you can download player made ones), and one of the strangest half inclusions is a pointless leveling system and need to buy elite units and doctrines. When you start the game each army has five locked elite units and all of their doctrine choices are locked, you can purchase these by getting skulls which are earned by playing through the campaign, leveling elite units, and finishing skirmish and online matches. This is obvious a terrible idea because it hurts the balance of the game but what makes this even stranger is that by playing the game through on normal you will have enough to buy every unit in two of the armies and to buy three doctrines in each army. Leveling up units also doesn't do much, getting to an early level unlocks their other doctrine choice, getting to level eight unlocks on of their two doctrines to be chosen as one of your three options, and the other eight levels are all cosmetics options, bonus skulls to unlock other things, or an alternate costume for them and portrait for your profile. The game can be fun when it is working well and if you have friends to play with online which can allow you to make some strategies around your unit types and your army, elite, and doctrine choices but with the gutted single player, removal of co-op, lack of multiplayer options (and seeming lack of players already), and step back in terms of mechanics it's not worth a purchase at full price and likely only going to be worth it for people who want to see Warhammer 40,000 units.
Whilst it doesn't really bring anything new to the table, DOWIII is another solid entry into the series. Visually manic with explosions of gore, the bare bones of the game hasn't really changed. You move around the map, taking control points to generate the resources you need to build, upgrade and maintain your forces. Base building has made a return, but the gameplay is still more akin to DOWII with highly mobile forces and a need to push ahead quickly. Units feel a bit more varied with multiple scout types (That are far more useful) and other unit types that actually fill a need and better suited for different situations. The campaign itself -what I've played- has you shift between the three factions as you follow the storyline. Though depending on your tastes, playing some factions may feel like a chore as you push through just to get back to the guys you want to play as. Graphics are impressive, though not exactly a resource drain (my system is hardly top end, but it gets a solid frame rate with everything cranked up) There's lots of detail and body parts and weapons fire spray across the landscape in a pleasing manner. Gameplay, nothings really changed. If you liked the previous games and were able to overlook the flaws, then you'll enjoy this one.
Dawn of War III is another great title of this year. In fact, from the very beginning of its announcement, I was scared away from the leaving dark climate towards ore colourful approach. I was definitely against it, just great trailers (some of the best ever) have started to build small hype. What did we get? First of all, a very good RTS that is demanding, it provides many units with specializations that actually change the course of the game, and a number of well-known heroes of the universe. Overall good.
Simply rate this game out of 5 stars and submit
All of our reviews are moderated and may not appear on the site straight away.
Thank you for your patience whilst we complete this process.